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Hi there,
I need a simple(ish) MP3 player for my C# WPF project. Sound isn't a major player in my project, but I do need to be able to play a couple of MP3s at the same time (loaded in as Content).
I'm currently using the standard MediaPlayer library just to get a placeholder in there, but it does not meet these requirements:
* Looping - no matter what I try, there's always a split-second break in the sound when it comes to looping (a few of the sounds are short tune loops, and the brief pause when looping really stands out like a sore... ear...!)
* Mixing - at times I need to play a couple of samples simultaneously, but I don't believe MediaPlayer can support this. Having said this I've not tried invoking more than one MediaPlayer class at the same time.
Are there any suggestions? I've browsed through NuGet but I'm surprised I can't find anything really useful.

Hey guys! Three questions about uniform buffers:
1) Is there a benefit to Vulkan and DirectX's Shader State for the Constant/Uniform Buffer? In these APIs, and NOT in OpenGL, you must set which shader is going to take each buffer. Why is this? For allowing more slots?
2) I'm building an wrapper over these graphics APIs, and was wondering how to handle passing parameters. In addition, I used my own json format to describe material formats and shader formats. In this, I can describe which shaders get what uniform buffers. I was thinking of moving to support ShaderLab (Unity's shader format) instead, as this would allow people to jump over easily enough and ease up the learning curve. But ShaderLab does not support multiple Uniform Buffers at all, as I can tell, let alone what parameters go where.
So to fix this, I was just going to send all Uniform Buffers to all shaders. Is this that big of a problem?
3) Do you have any references on how to organize material uniform buffers? I may be optimizing too early, but I've seen people say what a toll this can take.

Hi all,
As a part of the debug drawing system in my engine, I want to add support for rendering simple text on screen (aka HUD/ HUD style). From what I've read there are a few options, in short:
1. Write your own font sprite renderer
2. Using Direct2D/Directwrite, combine with DX11 rendertarget/ backbuffer
3. Use an external library, like the directx toolkit etc.
I want to go for number 2, but articles/ documentation confused me a bit. Some say you need to create a DX10 device, to be able to do this, because it doesn't directly work with the DX11 device. But other articles tell that this was 'patched' later on and should work now.
Can someone shed some light on this and ideally provide me an example or article on how to set this up?
All input is appreciated.

I've just started learning about tessellation from Frank Luna's DX11 book. I'm getting some very weird behavior when I try to render a tessellated quad patch if I also render a mesh in the same frame. The tessellated quad patch renders just fine if it's the only thing I'm rendering. This is pictured below:
'
However, when I attempt to render the same tessellated quad patch along with the other entities in the scene (which are simple triangle-lists), I get the following error:

Direct3D 11 viewport inside Windows Forms

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I am aiming to learn Windows Forms with the purpose of creating some game-related tools, but since I know absolutely nothing about Windows Forms yet, I wonder:

Is it possible to render a Direct3D 11 viewport inside a Windows Form Application? I see a lot of game editors that have a region of the window reserved for displaying and manipulating a 3D or 2D scene. That's what I am aiming for.

Otherwise, would you suggest another library to create a GUI for game-related tools?

EDIT:

I've found a tutorial here in gamedev that shows a solution:

Though it's for D3D9, I'm not sure if it would work for D3D11?

Edited August 14, 2017 by thefoxbard

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I think it is absolutely possible, since the book "3d game programming with directX 11" uses that as a framework to show its 3d examples, here's the code of said framework, D3DApp::InitMainWindow() in particular is the function in that .cpp that creates a window (and the InitDirect3D uses said window handle to fill the field OutputWindow of the swap chain description struct, which is then used to create the swap chain), you just need to derive a class from this D3DApp class and use it inside the WinMain() function (you can see an example on MSDN site for WinMain(), is the main() function you use with windows apps)

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I think it is absolutely possible, since the book "3d game programming with directX 11" uses that as a framework to show its 3d examples, here's the code of said framework, D3DApp::InitMainWindow() in particular is the function in that .cpp that creates a window (and the InitDirect3D uses said window handle to fill the field OutputWindow of the swap chain description struct, which is then used to create the swap chain), you just need to derive a class from this D3DApp class and use it inside the WinMain() function (you can see an example on MSDN site for WinMain(), is the main() function you use with windows apps)